Damage, Healing, and Death
-resistance halves damage of that type
-vulnerability doubles damage of that type
-damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder
-a short rest lasts one hour
-can spend as many hit dice as the player choses, must commit to the amount before rolling them
-must consume a use of a healer's kit to spend hit dice
-HP regained = hit die + Con mod
-a long rest lasts 8 hours
-cannot be interrupted for more than one hour or it becomes a short rest
-regain all HP and half their hit dice as well as a level of exhaustion
-can only long rest once every 24 hours
-resting in medium or heavy armor only restores a quarter of their hit dice and doesn't recover exhaustion
-gain a hit die each level
-reaching 0 HP renders that character unconscious
-a character instantly dies if they reach negative max HP
-a death save is DC 11 and no mods are added to the d20 roll
-three successes stabilize the creature with 1 HP
-three failures kill the creature, a critical fail counts as two
-a critical success stabilizes the creature
-a successful medicine check with a healer's kit will stabilize creature
-taking damage while in this state counts as a failed save
-gain a level of exhaustion each time you are downed
-an execution circumvents HP and instantly kills
-being crit or taking a lot of damage at once may cause a lingering injury
Lingering Injury Table
-vulnerability doubles damage of that type
-damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder
-a short rest lasts one hour
-can spend as many hit dice as the player choses, must commit to the amount before rolling them
-must consume a use of a healer's kit to spend hit dice
-HP regained = hit die + Con mod
-a long rest lasts 8 hours
-cannot be interrupted for more than one hour or it becomes a short rest
-regain all HP and half their hit dice as well as a level of exhaustion
-can only long rest once every 24 hours
-resting in medium or heavy armor only restores a quarter of their hit dice and doesn't recover exhaustion
-gain a hit die each level
-reaching 0 HP renders that character unconscious
-a character instantly dies if they reach negative max HP
-a death save is DC 11 and no mods are added to the d20 roll
-three successes stabilize the creature with 1 HP
-three failures kill the creature, a critical fail counts as two
-a critical success stabilizes the creature
-a successful medicine check with a healer's kit will stabilize creature
-taking damage while in this state counts as a failed save
-gain a level of exhaustion each time you are downed
-an execution circumvents HP and instantly kills
-being crit or taking a lot of damage at once may cause a lingering injury
Lingering Injury Table
d20 | Injury |
---|---|
1 | lose an eye |
2 | lose an arm or hand |
3 | lost a foot or leg |
4 | limp |
5-7 | internal injury |
8-10 | broken ribs |
11-13 | horrible scar |
14-16 | festering wound |
17-20 | minor scar |
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